About headlights sorry but I'm not the mod author. I can explain what Ao is:
Ao stands for Ambient Occlusion and it's basically a texture with pre baked shadows that should be put as txDetail on any object in ac because ac engine is old and can't make ambient occlusion in real time for cars, it's basically a workaround to make cars look more realistic. If a model is mapped you can even generate the Ao texture with content manager showroom or you can make it with blender and 3dsmax, that's why mapping models is important, both in the exterior and in the interior. This is a visual example to show the difference Ao can make:
No AO:
AO:
When baking AO it is good practice to use a custom 3D model (KN5 file if you bake in CM) where you remove all transparent and unwanted objects from the model to avoid false shadowing (like the excessive effect under the headlight covers).
If you bake in CM I find it super fast to simply:
- unhide all model objects in Blender
- hide specific objects you want to not interfere with AO baking (like transparent objects as window glass, headlight covers and even problematic objects that cause nasty effects such as often some auxiliary objects such as certain exhaust objects etc)
- export FBX from Blender (make sure not to export hidden objects)
- import FBX into KSeditor
- export to KN5
- bake AO in CM
I like to work clean so these additional steps should be done but can be circumvented if you are in a hurry:
- place exported AO in proper texture slot in KSeditor and keep the files in your main texture project folder
If in a hurry you can simply replace it within CM (I found this feature in CM to be often buggy though, so double check and always safe any edits in CM before replacing textures - CM likes to crash often doing texture replacements)
May I ask where one could find this lovely Maserati 300S (or is it a 450S even ?) ?
I would sooooo love to get my hands on this one ;-)
I don't mind if it is unfinished (prefer as un-modded as possible anyway).
It does look pretty clean too.
With the light patch new rain, how do we get the wipers to clear the water from the windshield?
If on certain cars wipers are not properly recognized (and don't wipe off rain drops) you have to use this additional CSP function in the car config to point CSP to the correct wiper object:
code:
[WIPERS]
FRONT_0=object_name_of_rubber_wiper_blade_1
FRONT_1=object_name_of_rubber_wiper_blade_2
Here is a great page you find ALL relevant CSP functions and coding you ever want to learn about.
If you have a CSP config related issue, simply search for the relevant term and find everything about it - or take the time to read through the very nicely written library relating all topics:
https://github.com/ac-custom-shaders-patch/acc-extension-config/search?q=wiper&type=
So if I have to organize a race between drivers I have to have balanced cars between them not that one goes stronger than the others, if it would not become a mono-brand race as everyone would choose the fastest, snubbed the others, don’t you think? if I make a pack of cars I must have all the same bop to stay in a range of time not to create disparity in an online race
I am hosting online races with mods and I am absolutely allergic against BoP.
I am allergic against it so much so that when I am getting on a plane I demand the flight attendants to not let anyone open a bag of boP on the plane, ever!
BoP (with vintage cars) usually sorts itself out while I am also nudging people a little bit in the right direction:
- strictly limit number of cars available (particularly of the dominant ones) - I often allow only for 1 or 2 slots of the fastest cars
- lottery of those fastest cars with slowest people in the grid having a wildcard on those cars if they prefer (that wildcard moves up the grid as people do not choose the car - if the fastest guy gets the car in the end then so be it).
- pair cars and track selection to even the field
In the races I have hosted we had an extremely diverse grid thus far and I never had to tweak anything but be creative with the event setup itself to make the races interesting.
Hi, can you tell me, if there is a way to get the wipers to interact with the rain? Because on some cars it does wipe the drops away and on others it doesn't. I guess it has something to do with the .ini files of the cars. You can also include the physics via the .ini data, as far as I know. I've seen a video on YT.
Greetings
See post above for a fix for non-wiping wipers.